CHI 98 Cconference Summary on Human Factors in Computing Systems
Network Communities: Something Old, Something New, Something Borrowed …
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Broadcasting on-line social interaction as inhabited television
Proceedings of the Sixth European conference on Computer supported cooperative work
The network communities of SeniorNet
Proceedings of the Sixth European conference on Computer supported cooperative work
The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Temporal links: recording and replaying virtual environments
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
Being There Together and the Future of Connected Presence
Presence: Teleoperators and Virtual Environments
Collaboratively improvising magic: an approach to managing participation in an on-line drama
ECSCW'01 Proceedings of the seventh conference on European Conference on Computer Supported Cooperative Work
The Evolution of TV Systems, Content, and Users Toward Interactivity
Foundations and Trends in Human-Computer Interaction
Towards a modular network-distributed mixed-reality learning space system
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part II
International Journal of Web Portals
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In this paper we describe and analyse the community building process for Ages of Avatar, a set of on-line Collaborative Virtual Environments created in MicrosoftVirtual Worlds, which form part of an ongoing experiment in Inhabited Television, aiming to merge CVEs and broadcast media. We describe the means by which the CVEs were launched, promoted and supported alongside a television broadcast channel, and how actions of viewers acting as inhabitants in the CVE can be used to provide broadcast material. We explain how the world content and their super-structure were managed to encourage the growth of a community over a short period of time. Using logs of activities in the worlds we deduce some of the characteristics of the community which was formed.